흔들 때 나뭇잎이 팔랑거리며 떨어지고 낮은 확률로 다람쥐가 나타나 도망가는 연출 추가
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
194
index.html
194
index.html
@@ -270,6 +270,8 @@ const GROUND_Y = 0.16;
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const GRAVITY = -9.2;
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const RESPAWN_AFTER = 2.6; // how long a branch stays empty before a new apple grows back
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const MISS_LINGER = 1.4; // how long a missed apple stays on the grass before fading away
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const LEAF_LINGER = 1.8; // how long a fallen leaf rests before fading away
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const SQUIRREL_COOLDOWN = 6; // min seconds between squirrel appearances
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// a tree "slot" holds at most one apple at a time and regrows independently of
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// whatever happens to the apple once it falls (caught in the basket or not)
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@@ -284,6 +286,114 @@ const fallingApples = []; // independent apples in flight: falling | resting | v
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const basketApples = []; // apples caught and resting in the basket
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let basketCount = 0;
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// ---------- leaves ----------
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const leafGeo = new THREE.PlaneGeometry(0.14, 0.18);
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const leafMats = [0x4f9d6e, 0x3f8a5d, 0x5aab77].map(
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(c) => new THREE.MeshStandardMaterial({ color: c, roughness: 0.85, side: THREE.DoubleSide })
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);
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function createLeafMesh(){
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return new THREE.Mesh(leafGeo, leafMats[Math.floor(Math.random() * leafMats.length)]);
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}
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const fallingLeaves = []; // falling | resting | vanishing
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function randomFoliageWorldPoint(){
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const spec = foliageSpecs[Math.floor(Math.random() * foliageSpecs.length)];
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const dir = new THREE.Vector3(Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5).normalize();
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const local = new THREE.Vector3(spec.pos[0], spec.pos[1], spec.pos[2]).addScaledVector(dir, spec.r * 0.9);
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return treeGroup.localToWorld(local);
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}
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function knockOffLeaf(){
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if (fallingLeaves.length > 30) return;
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const world = randomFoliageWorldPoint();
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const mesh = createLeafMesh();
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mesh.position.copy(world);
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mesh.rotation.set(Math.random() * Math.PI, Math.random() * Math.PI, Math.random() * Math.PI);
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scene.add(mesh);
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fallingLeaves.push({
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mesh,
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velocity: new THREE.Vector3(
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(Math.random() - 0.5) * 0.8 + angVel.z * 0.04,
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0.3 + Math.random() * 0.3,
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(Math.random() - 0.5) * 0.8
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),
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spin: new THREE.Vector3(
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(Math.random() - 0.5) * 4,
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(Math.random() - 0.5) * 4,
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(Math.random() - 0.5) * 4
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),
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driftPhase: Math.random() * Math.PI * 2,
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state: 'falling',
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timer: 0,
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});
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}
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// ---------- squirrel ----------
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function createSquirrelMesh(){
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const bodyMat = new THREE.MeshStandardMaterial({ color: 0x8a6642, roughness: 0.9, flatShading: true });
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const bellyMat = new THREE.MeshStandardMaterial({ color: 0xe4c9a0, roughness: 0.9, flatShading: true });
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const g = new THREE.Group();
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const body = new THREE.Mesh(new THREE.SphereGeometry(0.16, 8, 6), bodyMat);
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body.scale.set(1, 0.85, 1.3);
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g.add(body);
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const belly = new THREE.Mesh(new THREE.SphereGeometry(0.1, 8, 6), bellyMat);
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belly.scale.set(0.8, 0.7, 1);
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belly.position.set(0, -0.04, 0.05);
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g.add(belly);
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const head = new THREE.Mesh(new THREE.SphereGeometry(0.11, 8, 6), bodyMat);
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head.position.set(0, 0.06, 0.22);
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g.add(head);
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const earGeo = new THREE.ConeGeometry(0.035, 0.07, 6);
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const earL = new THREE.Mesh(earGeo, bodyMat);
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earL.position.set(-0.06, 0.15, 0.26);
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earL.rotation.x = -0.3;
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g.add(earL);
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const earR = earL.clone();
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earR.position.x = 0.06;
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g.add(earR);
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const tail = new THREE.Mesh(new THREE.SphereGeometry(0.14, 8, 6), bodyMat);
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tail.scale.set(0.7, 1.4, 0.7);
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tail.position.set(0, 0.2, -0.24);
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tail.rotation.x = 0.7;
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g.add(tail);
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return g;
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}
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const fallingSquirrels = []; // falling | fleeing
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function knockOffSquirrel(){
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if (fallingSquirrels.length) return;
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const world = randomFoliageWorldPoint();
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const mesh = createSquirrelMesh();
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mesh.position.copy(world);
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scene.add(mesh);
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const shadow = makeShadowBlob(0.55);
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scene.add(shadow);
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const fleeAngle = Math.random() * Math.PI * 2;
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fallingSquirrels.push({
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mesh,
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shadow,
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velocity: new THREE.Vector3(
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(Math.random() - 0.5) * 1.2 + angVel.z * 0.05,
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0.6 + Math.random() * 0.4,
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(Math.random() - 0.5) * 1.2
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),
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fleeDir: new THREE.Vector3(Math.sin(fleeAngle), 0, Math.cos(fleeAngle)),
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state: 'falling',
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timer: 0,
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});
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}
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function updateBasketCounter(){
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basketCountEl.textContent = `${basketCount} / ${BASKET_FULL}`;
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}
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@@ -300,6 +410,8 @@ const angVel = { x: 0, z: 0 };
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const SPRING_K = 42, SPRING_C = 7;
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let shakeEnergy = 0;
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let lastDetachAt = -10;
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let lastLeafAt = -10;
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let lastSquirrelAt = -999;
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function toNdc(clientX, clientY){
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const rect = renderer.domElement.getBoundingClientRect();
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@@ -470,6 +582,21 @@ function tick(){
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}
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}
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if (shakeEnergy > 0.35 && now - lastLeafAt > 0.05){
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const chance = 1 - Math.exp(-shakeEnergy * dt * 1.6);
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if (Math.random() < chance){
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knockOffLeaf();
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lastLeafAt = now;
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}
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}
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if (shakeEnergy > 1.1 && fallingSquirrels.length === 0 && now - lastSquirrelAt > SQUIRREL_COOLDOWN){
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if (Math.random() < shakeEnergy * dt * 0.03){
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knockOffSquirrel();
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lastSquirrelAt = now;
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}
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}
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for (let i = fallingApples.length - 1; i >= 0; i--){
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const apple = fallingApples[i];
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if (apple.state === 'falling'){
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@@ -522,6 +649,73 @@ function tick(){
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}
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}
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for (let i = fallingLeaves.length - 1; i >= 0; i--){
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const leaf = fallingLeaves[i];
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if (leaf.state === 'falling'){
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leaf.timer += dt;
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leaf.velocity.y += GRAVITY * 0.28 * dt;
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leaf.mesh.position.x += leaf.velocity.x * dt + Math.sin(leaf.timer * 4 + leaf.driftPhase) * 0.4 * dt;
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leaf.mesh.position.z += leaf.velocity.z * dt + Math.cos(leaf.timer * 3.3 + leaf.driftPhase) * 0.4 * dt;
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leaf.mesh.position.y += leaf.velocity.y * dt;
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leaf.mesh.rotation.x += leaf.spin.x * dt;
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leaf.mesh.rotation.y += leaf.spin.y * dt;
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leaf.mesh.rotation.z += leaf.spin.z * dt;
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if (leaf.mesh.position.y <= 0.01){
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leaf.mesh.position.y = 0.01;
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leaf.state = 'resting';
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leaf.timer = 0;
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}
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} else if (leaf.state === 'resting'){
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leaf.timer += dt;
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if (leaf.timer > LEAF_LINGER){
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leaf.state = 'vanishing';
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leaf.timer = 0;
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}
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} else if (leaf.state === 'vanishing'){
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leaf.timer += dt;
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const t = Math.min(leaf.timer / 0.4, 1);
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leaf.mesh.scale.setScalar(1 - t);
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if (t >= 1){
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scene.remove(leaf.mesh);
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fallingLeaves.splice(i, 1);
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}
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}
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}
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for (let i = fallingSquirrels.length - 1; i >= 0; i--){
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const sq = fallingSquirrels[i];
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if (sq.state === 'falling'){
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sq.velocity.y += GRAVITY * dt;
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sq.mesh.position.addScaledVector(sq.velocity, dt);
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sq.mesh.rotation.x += sq.velocity.z * dt;
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sq.mesh.rotation.z -= sq.velocity.x * dt;
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if (sq.mesh.position.y <= GROUND_Y){
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sq.mesh.position.y = GROUND_Y;
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sq.mesh.rotation.set(0, Math.atan2(sq.fleeDir.x, sq.fleeDir.z), 0);
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sq.state = 'fleeing';
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sq.timer = 0;
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}
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sq.shadow.position.set(sq.mesh.position.x, 0.01, sq.mesh.position.z);
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const h = Math.max(sq.mesh.position.y - GROUND_Y, 0);
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sq.shadow.material.opacity = THREE.MathUtils.clamp(1 - h * 0.6, 0.15, 1);
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} else if (sq.state === 'fleeing'){
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sq.timer += dt;
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const speed = 3.4;
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sq.mesh.position.addScaledVector(sq.fleeDir, speed * dt);
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sq.mesh.position.y = GROUND_Y + Math.abs(Math.sin(sq.timer * 14)) * 0.05;
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sq.shadow.position.set(sq.mesh.position.x, 0.01, sq.mesh.position.z);
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const distFromCenter = Math.hypot(sq.mesh.position.x, sq.mesh.position.z);
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if (distFromCenter > 6.2 || sq.timer > 3){
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scene.remove(sq.mesh);
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scene.remove(sq.shadow);
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fallingSquirrels.splice(i, 1);
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}
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}
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}
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for (const slot of treeSlots){
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if (slot.state === 'empty'){
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slot.timer += dt;
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